@taamvan:
Its not that its overpowered, its not realistic and it goes against the separation of jobs–transports transport and the rest of the units fight.
It also affects the different nations differently; some use warships and some don’t. If a change doesn’t address a problem, it causes new ones.
If we did allow the warships to carry 1 infantry, I don’t see it as particularly useful even if we assumed that it did address some problem. If you forward stage the units, that’s ok for defense but as you said, they can’t land during combat. In that case, the infantry would still need a transport to arrive at some future point in order to project power.
The Allied problem in Europe is not so much successfully landing on Normandy, but holding it.
Enabling the Allies to move additional units as reinforcements via NCM does not change the expense of projecting force for an amphibious landing, but it does enable them to secure a territory and develop momentum for the next move.
I wouldn’t get entirely caught up in this - no rules will be changing anytime soon.
As for Mechs being too strong - the strength of the Axis is in mobility and concentrating its power.
Mechs are an enabler in this concept and probably should be struck from Japan’s ability to purchase at all. That could help slow down Japan immensely on the mainland.
As for the Germans, they wouldn’t abuse Mechs so much and exploit their strength if they were forced to face a two front war sooner. The entire game is premised on how fast the Allies can force the Germans to make defensive investments.
From my understanding, the earliest this can even happen is around US4-US5 and that is with a 100% Europe investment that will land 10 units per round in Europe going forward. Unfortunately, the Russians have gone into full retreat by this point in the game and the Germans can “afford” to redirect income back to Europe to repel the early landings.
And…. we haven’t even talked about the Italians running interference on those landings yet.